Knight

Knights are most commonly noble-born warriors given charge to protect and serve their liege lord, often as military officers. However, commoners can earn their knighthood through honor and great feats of personal bravery. Highly skilled in both mounted combat and battle tactics, knights possess great courage, loyalty, and integrity, willing to give their life in the pursuit of a noble cause. During wartime, knights are expected, above all, to fight bravely and to display military professionalism and courtesy. This simple military professionalism eventually grew into a list of social conventions known as the code of chivalry. This code entailed loyalty to one's liege lord, bravery in battle, and the values of gentility, nobility, duty, and treating others with respect. At its heart are the virtues of faith, hope, charity, justice, strength, moderation, and loyalty which provide guidance in governing their thoughts and actions in their daily lives. Because of their strict observance to the code of chivalry, knights are portrayed as an ideal to strive for, demonstrating unwavering loyalty, military prowess and social fellowship in all situations.

Role: Knights are the quintessential combatants, especially while mounted on a battlefield. A knight's strength is on the frontline, using their training to protect themselves and their allies against the attacks of their foes. They possess a powerful sense of personal honor, and operate under a rigid code that governs their behavior toward others, particularly to less chivalric friends and servants, or even their enemies.

Alignment: Any.Hit Dice: d10.Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less, and the knight begins with her starting armor.

Weapon and Armor Proficiency: The knight is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields).

Challenge (Ex): Once per day, a knight can challenge a foe to combat. As a swift action, the knight chooses one target within sight to challenge. The knight's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the knight's level. The knight can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the knight's concentration. The knight takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Code of Chivalry: A knight is expected to follow a moral code, even in combat (see Code of Chivalry below). While the GM should feel free to create a code for roleplaying purposes, all knights should observe certain battlefield tactics. In addition, the knight must adhere to the dictates of the virtues of their knighthood.

Fearless (Ex): At 1st level, a knight is immune to fear (magical or otherwise). She also receives a +4 morale bonus on saving throws against charm and compulsion spells and effects.

Knight Armor: At 1st level, a knight gains one of the following suits of armor of her choice: field plate, full plate, or half-plate. Her starting armor is battered, and only she knows how to wear it properly. All other creatures treat her armor as if it had the broken condition. If the armor already has the broken condition, it does not work at all for anyone else trying to use it. This starting armor can only be sold for scrap (it’s worth 4d10 gp when sold). In addition, the knight gains either Field Repair or Shield Focus as a bonus feat, even if she does not meet the prerequisites.

Armored Presence (Ex): Starting at 2nd level, when wearing heavy armor, a knight gains a +4 on Intimidate checks against any opponent that can see her. Also, when the knight uses her Intimidate check to demoralize an opponent, then the opponent is shaken for 1d4 rounds plus 1 round per point of the knight’s Charisma modifier. In addition, a knight can move at his normal speed while wearing medium armor. At 7th level, a knight can move at her normal speed while wearing heavy armor.

Knight’s Call (Ex): At 2nd level, a knight can compel an enemy to fight her instead another. As a swift action, the knight can make a Bluff or Intimidate check (her choice) to compel a single enemy to attack her, to the exclusion of all others. If the check is successful, on her turn, the target moves its speed toward the knight, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to the knight, she can make an attack of opportunity against the target.

Virtue (Su): Starting at 3rd level, a knight can draw upon the virtues of her code of chivalry. Each virtue adds an effect to the knight's challenge ability. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The knight must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

Whenever the knight uses her challenge, she can invoke one virtue of her choice as a swift action, and receives a bonus or special ability based on the type of virtue invoked. As a swift action, she can change this virtue to another type. Once made, this choice cannot be changed.

A knight can choose from the following virtues.

Courage: The knight grants any ally within 10 feet a +1 morale bonus on all saving throws against charm, compulsion, and fear spells and effects for every three knight levels she possesses (maximum +6/+12).

Faith: The knight grants any ally within 10 feet a +1 dodge bonus to AC and CMD for every three knight levels she possesses (maximum +6).

Generosity: The knight grants all allies within 10 feet 5 temporary hit points for every three knight levels she possesses (maximum of 30 hit points).

Hope: The knight grants any ally within 10 feet a +1 circumstance bonus on all attack rolls and initiative rolls for every three knight levels she possesses (maximum +6).

Justice: The knight grants all allies within 10 feet a +1 morale bonus on all weapon damage rolls for every three knight levels she possesses (maximum +6).

Mercy: The knight grants any ally within 10 feet a +1 resistance bonus on all saving throws against disease, nauseating, poison, or sickening effects or every three knight levels she possesses (maximum +6).

Nobility: The knight grants any ally within 10 feet a +1 morale bonus on all CMB checks, skill checks, and ability score checks for every three knight levels she possesses (maximum +6).

Weapon Expertise (Ex): At 3rd level, a knight gains an unparalleled expertise with her chosen weapons. At 3rd level, the knight selects either the battleaxe, longsword, or mace (light or heavy). The knight can draw the selected weapon as a free action as if she had the Quick Draw feat. In addition, whenever she threatens a critical hit with the selected weapon, she gains a +2 bonus on the confirmation roll. Finally, her knight levels count as fighter levels and stack.

Mount (Ex): Upon reaching 5th level, a knight gains the service of a loyal and trusty steed to carry her into battle. This mount functions as a druid's animal companion, using the knight's level as her effective druid level. The creature must be one that she is capable of riding and is suitable as a mount. A Medium knight can select a camel or a horse. A Small knight can select a pony or wolf, but can also select a boar or a dog. The GM might approve other animals as suitable mounts.

A knight does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A knight's mount does not gain the share spells special ability.

A knight's bond with her mount is strong, with the pair learning to anticipate each other's moods and moves. Should a knight's mount die, the knight may find another mount to serve her after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the knight gains a level. A knight’s mount has an Intelligence of at least 6.

In addition, the knight gains Mounted Combat as a bonus feat. If the knight already has the feat, she may select another feat for which she qualifies.

Knight’s Charge (Ex): At 8th level, a knight learns to make more accurate charge attacks while mounted. The knight receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the knight does not suffer any penalty to her AC after making a charge attack while mounted.

Bulwark (Ex): At 11th level, the knight receives Stand Still as a bonus feat, even if she does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a knight with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the knight had made a successful combat maneuver check.

Mounted Mastery (Ex): At 11th level, a knight ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature she is riding is her mount. Whenever she makes a charge attack while mounted, she receives a +4 dodge bonus to her AC to avoid attacks set against her charge. When making such an attack, she can add her mount’s Strength modifier to the damage roll, in addition to her own. She also receives a bonus feat, chosen from the following list: Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. She must qualify for the feat selected.

Knight’s Shield (Ex): At 14th level, a knight can protect those around her. Allies that are adjacent to the knight receive a +2 shield bonus to their AC. In addition, as an immediate action, the knight can redirect an attack made at a creature adjacent to herself, as long as the creature making the attack is within the knight’s reach. This ability must be declared before the attack roll is made. The attack is made against the knight’s AC and defenses, even if the creature could not normally reach or attack the knight. The knight loses any cover or concealment bonuses when subject to the redirected attack.

For Honor and Glory (Ex): At 17th level, whenever a knight makes a charge attack while mounted, she deals double the normal amount of damage (or triple if using a lance). If the knight confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the knight's base attack bonus.

King’s Champion (Su): At 20th level, a knight becomes a true protector and champion of her king. A knight can use her prowess and skill to protect an ally that is within one of her threatened squares. She may grant that ally half of her Armor Class bonus at the expense of her own (this effect lasts a round, unless the knight chooses to continue the protection). She also gains Damage Reduction 5/— whenever she is wearing armor or using a shield.

In addition, a knight adds her Charisma bonus (if any) on all attack rolls and damage rolls made against the target of his challenge, and she receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of her challenge.

Code of ChivlaryA knight is expected to follow a moral code, even in combat. While the GM should feel free to create a code for roleplaying purposes, all knights should observe the following battlefield tactics.

First, a knight will never attack a flat-footed or helpless foe.

Second, a knight can never gain the benefit of flanking (although her position counts for an ally’s flanking bonus).

Third, a knight will never attack a fleeing foe.

In addition, to these tactics, a knight must live according to the specific tenets of his knighthood called virtues. While most knighthoods adhere to similar virtues, some may not be required depending on the nature of the knighthood.

Courage: A knight must show courage in all situations, no matter how dangerous, difficult, tedious, or unglamorous the task, and to graciously accept the sacrifices involved.

Faith: A knight must exemplify trust and integrity; she is always faithful to her liege, her country, and to her promises, no matter how big or small they may be.

Generosity: A knight must give of herself; her substance, her time, her wisdom, whatever is required and creates a strong, rich and diverse community.

Hope: A knight must display a positive outlook and a cheerful demeanor as inspiration to others, even in the face of tragedy and setback.

Justice: A knight must hold herself to the highest standards of behavior; failure to do so weakens the very fabric of society.

Mercy: A knight’s must exercise mercy in her dealings with others, creating a sense of peace and community.

Nobility: A knight must uphold one’s convictions and duty at all times, especially when no one else is watching.

Ex-Knights
A knight who violates her Code of Chivalry loses all knight class features (including the service of the knight’s mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a knight. She regains her abilities and advancement potential if she atones for her violations by performing a special service, as appropriate.